While I wouldn't call it "easy", there's one simple way to solve this problem, and make the server more classic in the process.
Right now the core problem with Scout is a side effect of a solution to an even bigger previous problem: clickfests. Rolls are a (much better) solution than clickfests, but they give everyone an unclassic free raid force. This changes what should be a test of your ability to recruit friends (the way most elite gear works in EQ), into a loot lottery.
So how do we fix it? We still allow fair sharing of the NPC (ie. "rolls" over clickfests), but instead of enforcing it with a player agreement, we enforce with /list-like "automated GMing". Imagine this (or something like it):
You want to win Scout loot, so you and your group of friend shows up. You /list, and so do any other groups who show up. When Scout pops, the system randomly selects one full groups to "win" (if there are no full groups, it tries all groups of five, then four, and so on). That group can then do the turn-in.
That group then has X minutes (10? 15?) to kill a Kromzek Captain, and they have exclusive rights (no one else can damage him, or if anyone tries they get ported out of the zone Vox/Naggy-style, or something). If you brought even more friends, they can help with the other giants, but the captain is "owned" by the group that won. However, if for some reason they fail to kill him in that time, they lose their chance, and a new group gets a shot.
This would give all the benefits of not having a clickfest, but it would restore Scout to how it worked in classic: you have to bring friends to get the loot. And if Scout worked this way, with no "free raid force", I strongly suspect the amount of people doing this quest would decrease dramatically ... to the point where groups showing up at Scout might not even have to "roll" at all sometimes (again, the way it worked on Live).
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